Always keep your animations as smooth as possible. Add as little keyframes as possible and keep the interpolations smooth. Linear movements always look like from a computer. Never use f kurves.
why not have one long cube for each string? then make sure each string has the correct width and apply alot of smoothing in smooth groups or make the self illumated if the texture is good?
I tried smoothing the normals, then resetting them to face and smoothing them, but neither produced any results. The normal map isn't going to win any awards, but it works well enough for this one.
Looks like smoothing option to me. On top of the screen. Is it set to 0 ? Smoothing averages your movements so you dont get macro lags in your stroke . So indeed there is inertia.
I don't know if this is good practice but when I'm messing up placing my vertices I sometimes use the smooth tool in sculpting to prevent my smooth model to have dents in it?
If you'r working with 3ds max or maya it's because of smoothing groups you must put all your model in the same group of smoothing ctrl+A and clear all and then put them in 1 :smiley:
finally found the solution , my item was really tiny in game , heres how i fixed it. and i fixed the smoothing group issue by checking preserve smoothing groups in the udk import menu
you can try using selection constraints. while in edge mode goto Select > Select using constraints> Smoothing to Hard/ smooth. Then just crease you edges base on those selection.
If you really need to bake down this low poly ngon, you get these issues probably because of smoothing issues (smoothing groups). You should subdivide the ngon model before baking it.
Hey everybody today i was trying to learn the basics of Normal Mapping with a simple cube i thought 6 faces what can go wrong heh.... how foolish. Now i read some theory stuff like about how sharp/smooth edges depend on split uv´s and split smoothing groups like 2 smoothed faces equal a sharp edge if the uv´s are stitched…